If you then import this into unity, and add the texture, you just want to make sure you have use alternate uv channel selected in unity and it should handle the swap just fine. Once you've done that, you can re-apply the baked texture to the model (selecting channel 2 on your material editor to show the results on the proper channel) (you may have to tweak this to get the results you need) Next, you'll want to use max's render to texture feature (0 is the shortcut) - your going to select channel 2 as your mapping channel, and render that out at your desired texture size. Then, pack that up (should be under the options in the uvw editor) it will normalize it to the 0-1 space (the square on the screen) - to optimize the space, you may want to break that into several chunks so it uses as much space as possible while staying in the texture space of 0-1 You could probably just use the unwrap you have now, so copy it. Take a look at it, and you'll see a little slider that says 1 change that to 2, it will now be using channel 2 of your unwrap modifier. ![]() Ok, so it seems your using 3ds max, so I'll give you the step by step.Īdd a uvw unwrap modifier to your stack.
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